Consulate

KotH Consulate A8

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Digaag Wa Riz

Consulate - King of the hill in a government building.

This is my first koth map. My other larger-scale projects have been canned because I lost my sense of direction with the maps, so I decided to make a smaller, simpler map to gauge my skills as a mapper.

koth_consulate takes place in a government building and is inspired by the level "Consulate" from the video game adaptation of From Russia With Love.
 
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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
You said in chat that you were worried this map was too cramped, so out of curiosity I had a look for myself.

First thought: yes, it is very cramped. In fact a lot of the map is made up of tight corridors, which I can't see as being fun to play in. This is perhaps the most open part of the map. Not only that but there aren't any good sniper spots as far as I can see. The mid has a few high-up spots, but they're all easily flanked and none of them give a good view of the control point (which, in my opinion, is too well covered, but that might just be me).

My other main issue with this map is that I have no idea where I'm supposed to go. It feels like a maze. There are no signs and all the corridors look the same, and I only seem to be able to reach the control point by dumb luck. Plus there's no colour whatsoever (besides the orange blocks by the point) - everything's just white and grey, so it's impossible to tell when I'm on Blue's side or Red's side of the map (or where I am generally), and the spawns aren't clearly labelled so it's entirely possible to bumble into the enemy team's spawn exits by accident. It's also generally depressing as fuck.

Other thoughts: besides this health kit, I couldn't find any health or ammo pickups in this map. I might not have looked hard enough though. Also these stairs are unclipped.

I will say though, I love the look of this.
 
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Digaag Wa Riz

The tight corridors are a consequence of me trying to cut down sightlines. I seem to have a phobia of sightlines longer than the maximum damage falloff distance (1024). But running around as scout made me feel uncomfortable since I had very little space to maneuver which is a must have for scout to be useful. I'll work on opening it up a bit.
 
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Digaag Wa Riz

I added some signs directing players to the control points. I also widened a few areas and reduced some cover in the hallways near the control point.
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Read the rest of this update entry...
 
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Digaag Wa Riz

I added some more fighting space around mid as well as widening the area next to the stairs that lead to behind the clock where the ammo pack is. I also changed the pitch of the light_environment from -85 to -40.

Read the rest of this update entry...
 
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Digaag Wa Riz

There are more health packs scattered around the map. The amount of jumping required to get the point has been significantly reduced. Some areas that were barely being used have been removed. Improved lighting means it shouldn't be hard to distinguish teams or players in any part of the map.

Read the rest of this update entry...
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
This map feels like there is maze to the battle area and then fight is just on so many levels that you never know where enemies are